21 lines
		
	
	
		
			459 B
		
	
	
	
		
			Plaintext
		
	
	
	
	
	
		
		
			
		
	
	
			21 lines
		
	
	
		
			459 B
		
	
	
	
		
			Plaintext
		
	
	
	
	
	
|   | #version 450 core | ||
|  | 
 | ||
|  | // Input vertex data, different for all executions of this shader. | ||
|  | layout(location = 0) in vec3 vertexPosition_modelspace; | ||
|  | layout(location = 1) in vec3 vertexColor; | ||
|  | 
 | ||
|  | // Output | ||
|  | out vec3 fragmentColor; | ||
|  | 
 | ||
|  | // Values that stay constant for the whole mesh. | ||
|  | uniform mat4 MVP; | ||
|  | 
 | ||
|  | void main(){ | ||
|  | 
 | ||
|  | 	// Output position of the vertex, in clip space : MVP * position | ||
|  | 	gl_Position =  MVP * vec4(vertexPosition_modelspace,1); | ||
|  | 
 | ||
|  | 	fragmentColor = vertexColor; | ||
|  | 
 | ||
|  | } |